Currently the map is in theory done. I finished it just today and did some runthroughs for sloppy work that needed fixing. Thus it's open to any criticism and edits that you suggest. I intend to have this map submitted for the next release of Sauerbraten, so I'd like it fixed up as much as possible. I doubt there are many edits that can be made.

Oh dear, oh dear.
Sorry, but this package is a total mess ..
It's got Thumbs.db files in it, it's got a number of images with a JPG extension - of your skybox-textures one completely and of the purplecity only one of the six (strange!) .. anyway - why did you need to bloat the map download with textures you don't even use (and admit not using in your readme!) - make an extra node for those please!
And - read the packaging guide;
oh .. and don't put your README in as packages/README .. who will ever find that again after a couple of hours, let alone days, weeks or months - call it README_plasmer and put it into the root folder, or packages/base if you so prefer.

Your CFG uses a texture for the glow-channel which you never provide (called lm_..._rotate) ... oh, the file that does exist is another one of those with a JPG-extension, which should be jpg instead :)

Oh .. and after all the effort I had to make it fit into my sauerbraten-installation I don't even like it one bit ... the screenshot suggested something interesting ... maybe once I get over the disapointment I'll give it a more thorough twirl, but the first impression in-game wasn't at all good.

Right off: your wishing it to be in the official release has absolutely no impact on wether that will ever happen - actually there are a number of very highly rated maps on quadropolis that do not meet the expectations of those in charge of making such decisions.

Next: Your packaging is still lacking.
a) you use a "plasmer"-base-folder .. don't
b) your included mapshot is 511x384 .. it's supposed to be the same width as height .. and usually mapshots are 256x256
and regarding the map itself
c) you use some textures too much - especially the one your entire central-tower is covered in

well, I (personally) think the height-differential is too much .. it would work just as well with the towers being half the height - which should improve the optics of the lava from on-high .. which is really weird to look at .. but hey, that's just my eyes, maybe others enjoy it.

Try more diversity with the textures,
use glowmaps instead of littering those light-strips with uncountable tiny lights (we all used to do this, but with shaders you need not do this any longer!).

And be really, really, really sure your textures end in .jpg and not .JPG - in fact - avoid any uppercase (or "weird" (not A-Z,a-z,0-9)) letters in filenames throughout the package!

re:psycho .. no fear, only psycho is me - obsessing about package-hygiene ;)

dont screen the best part of the map =P the stairs are the only "detailed" thing on your map, its very empty on the sidewalks, no good light (no skylight?) skylight isnt important to a "space" map, 2/5
i also dont know why the hell you have water over lava o.o on some maps it looks good (like hog2) but this is a mess up use water only or lava only.. and if you dont use no more lava, try waterfog and water colour changes.. (like green water with a waterfog 20, looks (i guess) much better then lava + water =P

I did that because the two towers (yellow and green) are represented by the colors of those two liquids (yellow lava and green water) plus, when you get really close to it it makes wierd symbols. I just thought it was cool lol. Point taken though.

Yeah I'm going to work on the middle area (I think you mean the bridges in the middle?)

As for skylight, do you mean the two lights I use to illuminate the front of each tower? Should I take them out, because that makes them look too dark.